/Engine/Plugins/Importers/USDImporter/Source/USDExporter/Public/LevelSequenceExporterUSDOptions.h
Options for level sequences to the USD format.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor, Blueprintable) class ULevelSequenceExporterUsdOptions : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
bool
bExportLevel
Exports the provided level alongside the layer that represents the exported Level Sequence
bool
bExportSubsequencesAsLayers
The effect of subsequences is always included on the main exported layer, but if this option is true we will also export individual sublayers for each subsequence, so that they can be used by themselves if needed.
bool
bOverrideExportRange
If checked will cause StartFrame and EndFrame to be used as the frame range for the level sequence export.
bool
bReExportIdenticalAssets
Whether to export any asset (StaticMesh, Material, etc.) even if the existing file already describes the same version of a compatible asset.
bool
bReExportIdenticalLevelsAndSequences
Whether to export levels and LevelSequences even if the existing files already describe the same versions of compatible assets.
bool
bSelectionOnly
Whether to export animations exclusively from selected actors or components
bool
bUseExportedLevelAsSublayer
If checked this will also add the exported level as a sublayer to the USD files emitted for all exported level sequences
int32
EndFrame
Final frame of the level sequence to bake out to USD (inclusive)
TWeakObjectPtr<...
Level
FLevelExporterU...
LevelExportOptions
FUsdStageOption...
StageOptions
Export options to use for the layer where the animation is emitted
int32
StartFrame
Initial frame of the level sequence to bake out to USD (inclusive)
float
TimeCodesPerSecond
Value to bake all generated USD layers with